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NOTE: This module has increased functionality in EVS-PRO and MVS.
General Module Function
The buildings module reads C Tech's .BLDG file and creates various 3D objects (boxes, cylinders, wedge-shapes for roofs, simple houses etc.), and provides a means for scaling the objects and/or placing the objects at user specified locations. The objects are displayed based on x, y & z coordinates supplied by the user in a .bldg file, with additional scaling option controls on the buildings user interface.
Each object is made up of 3D volumetric elements. This allows for the output of buildings to be cut or sliced to reveal a cross section through the buildings.
Module Input Ports
buildings has two input ports (PRO & MVS)
1) The first (purple port) connects to the Viewers only output port.
2) The second (grey-brown) connects to Explode_and_Scale to inherit the Z_Exaggeration factor.
Module Output Ports
buildings has three output ports.
1) The first outputs the Z_Exaggeration factor.
2) The second port sends a renderable geometry that connects directly to the Viewer.
3) The third outputs the mesh data which can be passed on for other mapping uses such as overlay_aerial or interp_data.
Module Control Panel

The control panel for buildings is shown above. For EVS-PRO and MVS, selecting the "Edit Buildings" toggle will open an additional section which provides the ability to interactively create 3D buildings in your project. This is shown below.
Read .BLDG File: Use to select the BLDG formatted data file. The file sample.bldg provides a number of header lines (denoted with a # character) which describe the various building/object types available, parameters for each column, etc. In general terms this file requires a specification of x, y, z coordinates, length, width, height, angle and building type. Additional optional parameters include color (rgb) and building ID number. Viewing the file sample.bldg in the viewer is a good way to inspect the provided objects and to practice manipulation of the objects.
The Z Exaggeration changes the 'Z' placement (starting 'Z' coordinates) for each objects specification in the *.bldg file. Therefore, if an object sits at an elevation of 100 ft. msl., and the user selects a Z Exaggeration of 2.00, the object's base will be moved to 200 ft. msl.
The Vertical Offset allows you to move the buildings in the vertical direction. For more elaborate transformations use transform_field.
The Building Length, Building Width and Building Height Scale type-ins change the dimensions of all building objects.
The Color By radio buttons allow you to choose whether to color by Color (the specified RGB color or the Default Color) or by the ID number in the .BLDG file.
The Default Color button and radio buttons allow you to choose the color for any buildings in your file that do not have a specified color.
Selecting the "Edit Buildings" toggle expands the control panel to show:

These new controls work with the probing function in the Viewer to allow you to interactively select the location for new buildings and to set the building type, length, width, height, rotation, and color. These functions can also be used to edit existing buildings that may not fit perfectly with your aerial photo. The figure below shows the Viewer with the building settings above being edited.
